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 <<O>>  Difference Topic CombatFromOtherMud (r1.4 - 15 Feb 2003 - PumaN)
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This assumes a whole grid system, weve prety much decided not to go with this amount of detail, it might look simple from one persons view, but if you consider all the combatants, it becomes way complex...see this topic on how its planned, BattleFieldDesign instead -- PumaN - 15 Feb 2003


 <<O>>  Difference Topic CombatFromOtherMud (r1.3 - 14 Feb 2003 - DonaldKincannon)
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I think I ideas, but how would you incorperate distance for ranged attacks....different rooms? That doesn't seem logical so I'm suggesting this...

Max distance from a another monster/player in your room is 10, lets call this command "dist"

dist 10 spaces from the black knight (infront of you) 5 spaces from Pikachu (to your right) 2 spaces from Poeun (behind you)

different weapons could reach different ranges as was mentioned before...using the example from above if I have a bow I can reach another in the room. Pikachu has a sword so he can't reach me and must make moves to advance on me. Poeun has a dagger which normally couldn't hit me, but he's going to lunge the rest of the distance and attempt to impale me with it. I could turn to face different opponents and it would take a turn to do so.

face poeun You turn to face poeun Poeun lunges stabbing you in the chest Pikachu advances toward you

dist 1 space from Poeun (in front of you) ENGAGED IN COMBAT! 3 spaces from Pikachu (on your left) 10 spaces from the black night (behind you)

now to break it down what distances mean what can hit across these distances

0-grappling 1-knives and short weapons 2-swords, axes, and other medium range weapons 3 to 6-polearms and ranged weapons 7 to 10-ranged weapons

Certain weapons should become useless at a certain range Players can advance towards a player several different ways Sprint-Moves 6 spaces hastily but lives you open to attack at the end of the run Normal-Move 2 spaces normal speed, basic attack basic defense Caution-Move 1 space with better defense

You can also chose directions to move....sprint north would have you run towards the north exit, leaving yourself open. Caution away and you'd move cautiously away from your foe, preparing for a counter attack.

It should be considered that if you attack as a person is fleeing you naturally move a few spaces closer to attack...an instant lunge at the back

-- DonaldKincannon - 15 Feb 2003


 <<O>>  Difference Topic CombatFromOtherMud (r1.2 - 10 Feb 2003 - FantoM)
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Some very interesting ideas that we can take from this - the range stuff for example.

I like that unarmed combat stands a little chance, whereas our unarmed combat is a farce.

-- FantoM - 10 Feb 2003


 <<O>>  Difference Topic CombatFromOtherMud (r1.1 - 06 Feb 2003 - PumaN)
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%META:TOPICINFO{author="PumaN" date="1044561120" format="1.0" version="1.1"}% %META:TOPICPARENT{name="CombatSuggestions"}% Originally from http://www.play.net/dr/info/combat.asp, stolen here so I can edit it mercilessly

Much of this can be picked out and used in our own system.

RoundTime system has to be overviewed. I think we might prefer a system based on attacks per round, to avoid lag-latency.

-- PumaN - 07 Feb 2003

Overview

In more simplistic roleplaying games (both tabletop and online) combat is just an exchange of attacks every few seconds, each determined by a simple die roll. If you can make your opponent's hit points drop faster than your own, you win the fight. DragonRealms? changes that.

While there is some luck involved, combat in DragonRealms? often requires you to outmaneuver or wear out a foe.

SampleCombatFromOtherMud

You decide your offensive tactics -- you can feint and jab at your opponent, or make a daring lunge that may be very effective but will leave you wide open.

You decide your defensive tactics -- evade attacks, parry them with your weapon, block them with a shield, or even hang back from your opponent while pelting him with stones, arrows and magic.

Even if you have lots of stamina you'll need to fight wisely to conserve your energy, or you'll find yourself slowing down and eventually collapsing from fatigue.

Every maneuver you make in combat affects your balance, and the outcome of your next maneuver. With practice, you can develop a set of tactics that work well for your character and your chosen weapon -- although you may have to employ different tactics against different types of enemies.

[snipped PK-notes]

Engagement

Engagement Example

Blue (1) is engaged at melee range with Red (2).

Red (2) is engaged at melee range with Blue (1).

Green (3) is engaged at pole weapon range with Blue (1), and is flanking him. Green will have an advantage over Blue because he need not worry about defense; meanwhile Blue will have to defend against two opponents.

When you walk into an area, you cannot immediately start swinging a sword at any creatures you may find there. You start off a little distance away. Engagement represents that distance from, and attention toward, an opponent.

Flanking

A combatant engages only one opponent at a time, but several combatants can engage the same opponent. Multiple Opponents Skill determines how you are affected by such engagements.

The second opponent to engage you is flanking you (more difficult to defend against than the opponent you face), while the third, fourth, and so on are surrounding you (even more difficult to defend against).

Engagement Ranges

There are three distinct engagement ranges: missile weapon range (farthest), pole weapon range (middle), and melee range (closest). At melee range, there is also the possibility of grappling.

When you first enter an outdoor or wide open area, you are considered to be at missile weapon range from every other person or creature you can see. Indoors or in a cramped space, engagements begin at pole weapon range.

Missile Weapon Range

At missile weapon range, you may attack only with a missile weapon (such as a bow or sling). Most spells also work at missile weapon range, though some spells are more accurate or effective at closer ranges.

Pole Weapon Range

At pole weapon range, attacks may be made with a missile weapon or a polearm (such as a spear or pike). Pole weapon range is approximately 8-16 feet.

If advancing toward a creature, you can attempt a melee attack while still at pole weapon range. To do so is considered to be rushing forward in a desparate charge however, and will affect your balance and fatigue more than a normal attack.

Melee Range

At melee range, attacks may be made unarmed or with any weapon. Melee range is approximately 2-6 feet.

There is no penalty to attack with a polearm or missile weapons at melee range. However, it's more difficult to defend yourself -- and the main advantage of such weapons is in attacking while out of your opponent's reach in the first place.

[can you keep a opponent from closing in?]

Grappling

When grappling, you are in direct physical contact with your opponent. See the section below on brawling for information about grappling.

Engagement Maneuvers

  • ADVANCE - This verb starts you moving toward your intended foe, continuing until you reach melee range. [what if you are busy elsewhere?]
  • RETREAT - This verb starts you moving back, away from combat. (Opponents engaged to you may make attempt to hinder your retreat.) If you are advancing, you can use this verb once to stop advancing, a second time to begin retreating. [compare speeds]
  • HANGBACK - Use this verb if you want to try to automatically keep your distance from your opponents (if you're using a bow for instance). [compare speeds]
  • GUARD - With this verb, you can guard someone else if they are not yet engaged in melee. Any attackers who attempt to engage the person you guard will wind up facing you first. Type GUARD STOP to stop guarding someone. [we support some more]
  • FACE - You can turn to engage an opponent who has already engaged you. [include?]
  • BLOCK - When you are engaged by several opponents, this verb lets you specify which of them is flanking you (the rest are surrounding you) -- in other words, which one to pay the most defensive attention to. You'll probably want to BLOCK the most dangerous of them.
  • ASSESS - This verb will give you information about your combat engagements.

Balance

Balance is a measure of your position in combat. Every maneuver you and your opponents make may affect your balance. In general, good melee combat tactics involve maneuvering to increase your balance while decreasing your foe's, and then making a deadly strike.

Balance is also important to ranged combat and targetted magic -- a skilled foe can throw off your aim by keeping you off balance.

The BALANCE verb (as well as messages during combat) will tell you how well or how poorly balanced you are.

Attack

Offensive Factors

Many factors affect the outcome of any attack you or your opponent makes. These include, but are not limited to:

  • Weapon Skill
  • Balance
  • Agility
  • Fatigue
  • Health
  • Your previous maneuver
  • Your opponent's previous maneuver
  • Magical effects
  • Fate (as predicted by a Moon Mage)

RoundTime

Standard Melee Attack Maneuvers

  • FEINT - Not primarily intended to cause damage, but to gain a balance advantage over your opponent.
  • JAB - A quick attack that does little damage, but you retain good defensive posture.
  • THRUST - A strong, mostly offensive stabbing attack.
  • LUNGE - A powerful offensive attack, but it leaves you open.
  • SLICE/SWING - A standard slashing attack.
  • CHOP/BASH - A more aggressive slashing or bashing attack.
  • DRAW - Step back slightly and make a less aggressive attack, retaining your balance. (Alternate usage: DRAW .)
  • SWEEP - A low cross slash attack, going for the legs.

Special Melee Attack Maneuvers

  • AMBUSH - Leap from hiding to deliver a nasty surprise to your opponent, using the specified kind of attack (lunge, sweep, etc.).
  • BACKSTAB - A very special attack which only Thieves can perform. Knowledge of this technique has leaked from the guild, but only a Thief has proper training in it.

Ranged Attack Maneuvers

  • THROW - Throws the weapon in your right hand at the target. Weapons may lodge in their victims, fall to the ground, or in a few cases, return to the thrower's hand. Be prepared to lose anything your throw at a creature.
  • LOAD or LOAD WITH - A ranged weapon such as a bow, crossbow, or sling must be in your right hand. You'll need the appropriate kind of ammunition in your left hand or in a container you're wearing.
  • AIM - With a loaded missile weapon at the ready, you can begin aiming at a target. The more time you spend aiming (up to a certain point) the more accurate your shot will be.
  • FIRE or SHOOT - This should be self-explanatory.

Defense

When you are attacked, you have four lines of defense: Evasion, Parrying, Shield and Armor.

Your first effort goes toward dodging the attack; if that fails you attempt to deflect it with your weapon and/or shield (the order depends on your skills and STANCE setting). If all else fails, your armor reduces the amount of damage you take.

All these means of defense happen without any input from you, whenever you are attacked. However, you can make defensive maneuvers as well as shifting your emphasis between different types of defense.

Evasion

The first line of defense is not to get hit at all. The following factors affect your chance of dodging a blow:
  • Reflexes
  • Evasion skill
  • Encumbrance (how much weight you carry)
  • Armor hindrance
  • Fatigue
  • Health
  • Balance
  • Stance (how much emphasis you put on evasion)
  • Your previous maneuver
  • Magical effects
  • Fate

Parrying

The next line of defense is parrying (deflecting the attack with your weapon, if you have one in hand). These factors affect parrying:

  • Parry skill
  • Weapon skill
  • Properties of your weapon
  • Type of opponent's attack (ranged attacks are difficult to parry for example)
  • Reflex
  • Fatigue
  • Health
  • Balance
  • Stance (how much emphasis you put on parrying)
  • Your previous maneuver
  • Magical effects
  • Fate

Blocking

If you have not successfully dodged or parried the attack, your shield (if any) is your third line of defense. These factors affect your success with a shield:

  • Shield skill
  • Properties of your shield
  • Reflex
  • Fatigue
  • Health
  • Balance
  • Stance (how much emphasis you put on blocking)
  • Your previous maneuver
  • Magical effects
  • Fate

Armor

If the blow lands, your armor will absorb or deflect some of the damage. Depending on the weapon (or spell) and the type of attack used, the damage will be of varying types:

  • Puncture
  • Slice
  • Impact
  • Fire
  • Cold
  • Electrical
Different types of armor have different damage reduction properties. For example, plate mail effectively deters puncture wounds, is less effective against impact, and is quite vulnerable to electrical shock. It also is more difficult to maneuver in than leather.

Defensive Maneuvers

  • PARRY - Rather than attacking, this verb readies you to better parry attacks. It's a good idea to use this if you're getting fatigued and need to recover a little before your next attack.
  • DODGE - Similar to PARRY, but readies you to evade attacks. A good option if you're using a weapon unsuitable for parrying (such as a bow).
  • STANCE - Allows you to specify how much emphasis you place on parrying, evading, blocking and attacking.
  • STANCE by itself will show you your current settings.
Typing STANCE EVASION, STANCE PARRY, or STANCE SHIELD alone will set the specified type of defense to use 100% of your skill, while the other types will be set to 40%. You can fine-tune your defensive preferences by specifying an amount, but the total of the three types must not exceed 180%. [why the nonsense 180%?] For example:

> stance evasion 60 - You are now set to evade attacks with 60% of your skill.

> stance shield 40 - You are now set to use 40% of your shield blocking skill.

> stance parry 80 - You are now set to parry against attacks with 80% of your skill.

> stance

You are currently using 60% of your evasion skill.
You are currently using 80% of your weapon parry skill.
You are currently using 40% of your shield block skill.
You are attacking with 100% of your offensive skill.

  • STANCE ATTACK will let you make attacks at less than your full skill, if desired. This does not improve your defense, it just makes you fight clumsily. You might use it to lull an opponent, or to hold back and let the rest of your party get some hits in.

Brawling

The BRAWL verb will let you turn Brawling mode on and off. (You'll want it off to horse around harmlessly with verbs like PUNCH, KICK, BITE and SHOVE, but on if you intend to use them as serious attacks.)

When you have brawling turned on, you can fight unarmed or with improvised weapons using most attack maneuvers. Not all objects in the game make suitable weapons; you'll have to experiment to see what works for you.

Brawling Maneuvers

  • GRAPPLE - Attempts to grab your foe and get in closer than melee range. (You'll need to be grappling in order to use some of the other brawling maneuvers.)
  • RETREAT - will attempt to disengage you from grappling.
  • TACKLE - Similar to GRAPPLE, but drags your opponent to the ground. The downside is that you wind up on the ground yourself, whether or not you succeed.
  • SHOVE - Can be used either to shove an opponent to the ground, or to shove a grappling opponent away from you (back to melee range).
  • CIRCLE - Circle around your opponent defensively while looking for an opening.
  • WEAVE - Weave back and forth, throwing off your opponent's balance.
  • BOB - Bob your head, making yourself a smaller target.
  • PUNCH, KICK, ELBOW, GOUGE, CLAW - With Brawling turned on, these are all effective melee attacks. Don't forget you can still JAB, SWING, or LUNGE with bare fists.
  • KNEE, BUTT, BITE - While grappling, you can use these additional attacks to assail your foe. There's nothing quite like tackling a kobold and biting it on the head until it dies!

Topic CombatFromOtherMud . { View | Diffs | r1.4 | > | r1.3 | > | r1.2 | More }
Revision r1.1 - 06 Feb 2003 - 19:52 GMT - PumaN
Revision r1.4 - 15 Feb 2003 - 01:07 GMT - PumaN
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